Seiren (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Funato), lawful evil

Armor Class 19 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 65 ft.

10 (+0) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 8 (-1)

Saving Throws Dex +9, Cha +4
Skills Acrobatics +9, Arcana +9, Intimidation +4, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)

Chakra. Seiren has 39 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Power of the Sea Dragon. Seiren can move through water in any direction without any penalties using her movement speed, and may breath water as if it were air. Additionally, Seiren has resistance to damage from Water Style jutsu and damage from sources made of water.

Endurance. When Seiren is targeted by an area effect that lets her make a Constitution saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Seiren can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.


Multiattack. Seiren makes 3 attacks with her unarmed strike, kunai, or Ray Bow attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Seiren may make 1 additional attack for every additional chakra point spent, with each additional kunai dealing 3 (1d4 + 1) slashing damage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Seiren makes two unarmed strikes

Leaf Gust (8 Chakra). Seiren makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Seiren's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Seiren gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Seiren casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Water Gun (1 Chakra). Ranged Spell Attack: +10 to hit, range 20 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage.

Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 18 Dexterity saving throw. On a failure, they take 9 (1d8 + 5) magical piercing damage. On a success, they take half as much damage.

Hidden Mist (7 Chakra). Seiren creates a 40 ft. radius cloud of mist around her. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.

Black Rain (8 Chakra). When Seiren casts a Water Style jutsu, she may change its base damage die to 14 (2d8 + 5) if it deals damage, and any creature affected by it are soaked in black rain until the end of their next turn. As a reaction when a creature takes damage while soaked, Seiren may deal an additional 14 (2d8 + 5) damage of the same type, and may spend 2 chakra to regain her reaction.

Ray Bow (5 Chakra). For 1 minute, Seiren gains the Ray Arrow and Ray Bow Echolocation actions. If another creature wields her Ray Bow weapon, it still uses Seiren's attack and damage roll bonuses. This weapon has an AC of 17 and 25 hit points. Seiren may only have 1 Ray Bow active at a time.

Ray Arrow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 14 (3d4 + 5) magical piercing damage.
Ray Bow Echolocation (1 Chakra). When Seiren takes the search action, she gains 60 feet of blindsight until the end of her next turn.

Calm Sea. As a bonus action, any difficult terrain within 30 ft. of Seiren made of water of her choice becomes normal terrain and ends any effects on it that would be ended by a strong wind.


Substitution (3+ Chakra). When Seiren is hit by an attack and would take damage, she decreases the damage by 21 (1d10 + 16) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Seiren can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.


A major captain of the Funato clan, and one of Araumi's three direct descendants, Seiren is defined by her loyalty to her family. When Ikada chose to leave his life of piracy after witnessing the horrors of war and their father's capture, hoping that he would come back once he realized the corruption in the Land of Water and why they had to fight. As the Great Sea Battle of the Mist Village began years later, Seiren confronted Ikada, who had become the apprentice of a renown ship builder. However, after he adamantly refused, she promised to bring him bring him back into the clan by force that night. As she left, she recognized Boruto Uzumaki, one of the Leaf shinobi who had joined forces with the Mist, ordering the force she had came with to kill everyone on the island, which was already known to be housing many traitors of the Funato clan, save for Ikada. Taking on Boruto herself, she was able to keep him at bay using her Black Mist, but was quickly countered by Kagura's arrival. It took Funamushi's arrival to save her, though she was unconscious and grievously injured by then, though seeing his sibling injured convinced Ikada to rejoin his clan. By the time she awoke, it was clear she wouldn't be stable until long after the war ended. Despite this, she immediately attempted to return to the battlefield, only to collapse on the floor of her hospital room, reopening her wounds and bleeding out.

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